Medium Humanoid (Any Race), Chaotic Evil
Armor Class 19 (studded leather, +3)
Hit Points 153 (18d8 + 72)
Speed 30 ft.
STR
12 (+1)
DEX
18 (+4)
CON
18 (+4)
INT
14 (+2)
WIS
14 (+2)
CHA
22 (+6)
Saving Throws CON +10, WIS +8, CHA +12
Skills Arcana +8, History +8, Insight +8, Religion +8
Damage Resistances Fire, Necrotic, Poison
Condition Immunities Charmed, Poisoned
Senses Darkvision 120 ft., Passive Perception 12
Languages Abyssal, Celestial, Common, Infernal
Challenge 18 (20,000 XP)
Proficiency Bonus +6
Traits

Dark One's Blessing. Whenever a hostile creature within 30 feet of the cultist is reduced to 0 hit points, the cultist gains 24 temporary hit points.

Dark One's Own Luck (1/Short Rest). When the cultist makes an ability check or saving throw, it can add (1d10) to the roll.

Eldritch Mind. The Cultist has advantage on Constitution saving throws to maintain concentration on its spells.

Devil's Sight. Magical darkness does not impede the cultist's darkvision.

Hurl Through Hell (1/day). When the cultist hits a creature with an attack, it can use this feature to instantly transport the target through the lower planes. At the end of the cultist's next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 55 (10d10) psychic damage.

Spellcasting. The cultist is a 18th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 20, +12 to hit with spell attacks). The cultist has following spells prepared:
Cantrips (at will): chill touch, eldritch blast, mind sliver, toll the dead
5th level (4 slots): blight, burning hands, cause fear, counterspell, crown of madness, enervation, fear, fire shield, hellish rebuke, negative energy flood, ray of enfeeblement, scorching ray, shadow of moil, summon lesser demons
1/day each: summon fiend, finger of death, maddening darkness, psychic scream

Actions

Multiattack. The cultist makes 2 attacks with its Withering Glaive.

Withering Glaive. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 4) slashing damage plus 20 (3d8 + 6) necrotic damage.

Eldritch Blast. Ranged Spell Attack: +12 to hit, range 300 ft., four targets. Hit: 12 (1d10 + 6) force damage. On a hit, the target's speed is reduced by 10 feet until the end of the cultist's next turn.

Bonus Actions

Cloak of Flies. As a bonus action, the cultist can surround itself with a 5 foot aura of flies that grants it advantage on Intimidation checks, but disadvantage on all other Charisma checks. A creature that starts its turn in the aura takes 6 (1d12) poison damage.

Legendary Actions

The cultist can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The cultist regains spent legendary actions at the start of its turn.

Eldritch Step.  The cultist magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see.

Eldritch Strike. The cultist makes one melee weapon attack with its glaive or fires one beam from its Eldritch Blast.

Bale Fire Spears (Costs 2 Actions). The cultist creates two spears of malignant energy. The cultist makes a ranged spell attack for each spear against a creature it can see within 120 feet of it, dealing 22 (4d10) necrotic damage and 22 (4d10) fire damage on a hit, then disappears.

Gingr96

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